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S3/S&K engine object variables

Discussion in 'Engineering & Reverse Engineering' started by JoseTB, Sep 25, 2004.

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  1. JoseTB

    JoseTB

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    Here is.This list is small and obviously incomplete,but is something.I also added the equivalent values in the previous engines (S1,S2) after the description.
    (Note:Structure based on the Quickman's List)

    Code (Text):
    1. $04(a0) - Action flags        (byte) ($01)
    2. $05(a0) - Object routine counter      (byte) ($24)
    3. $07(a0) - Action area size       (byte) ($19)
    4. $08(a0) - Display Plane       (byte) ($08)
    5. $0A(a0) - VRAM offset        (word) ($02)
    6. $0C(a0) - Mappings offset       (long) ($04)
    7. $10(a0) - X position        (long) ($08)
    8. $14(a0) - Y position        (long) ($0C)
    9. $18(a0) - X move speed        (word) ($10)
    10. $1A(a0) - Y move speed        (word) ($12)
    11. $1C(a0) - Vertical distance from middle of sprite to bottom of sprite  (byte) ($14)
    12. $1E(a0) - Sprite priority       (byte) ($16)
    13. $1F(a0) - Width in pixels       (byte) ($17)
    14. $20(a0) - Animation        (byte) ($1C)
    15. $22(a0) - Pattern change number       (word) ($1A)
    16. $26(a0) - Collision        (word) ($26)
    17. $28(a0) - Effect of destroy        (byte) ($20)
    18. $2A(a0) - Various    (word) ($22)
     
  2. Lostgame

    Lostgame

    producer/turnablist. homebrew dev. cosplayer. Oldbie
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    The O.I.C.
    Maybe this means we will actually get some creative s3k based hacks! Great work, JoseTheBest!
     
  3. LOst

    LOst

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    Sorry but it isn't enough with just the SST to program for Sonic. You need the pointers and the object calls. I got all the object calls, but the pointers must be packed. I can't find them.
     
  4. JoseTB

    JoseTB

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    Do you mean the List of pointers for all the objects in the game? If so,the list is at 0x94EA2 in the S&K rom (4 bytes each adress).
     
  5. LOst

    LOst

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    Found it.

    EDIT:
    Object list plz
     
  6. Hivebrain

    Hivebrain

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    This is good. I might be able to port certain objects now.

    Or you could say "height/2".
     
  7. LOst

    LOst

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    I asked Simon for help with sprite information programming at this board. But he never replied. That means I will keep quiet about what really makes S3 objects differently against S1's objects.
     
  8. Simon

    Simon

    Oldbie
    I did reply to your PM, maybe you lost it or something. In any case, I've sent it again.
     
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